Well, it's going to be another long boring day at work. Thought I'd do this again for Chaos like I did for
Eldar last week.
Chaos Marines have a
ton of good kill team options because they have several choices for units to take, and lots of them have further individual model rather than unit-wide upgrades in case you have spare points or have a specialist who'd benefit from being kitted out slightly different. Compared to codex marines, your base squads are slightly higher due to the forced Champion upgrade (Space Marines don't need to take veteran sgt.) and your forces are more likely to flee if your army breaks from losing over half your models. However, you also have access to some Fearless units and therefore leaders which can help mitigate that. You also don't have access to land speeders, so there aren't any
AV units outside of Rhinos for you to bring.
On to the meat and potatoes.
Troops:
Chaos Space Marines: They work an awful lot like regular Space Marines for the purpose of Kill Team. The fun part: if you buy
VOTLW, you can usually beat an equivalent Space Marine force. I feel like
VOTLW is a solid upgrade choice for Kill Team in general simply because it keeps your guys on the board a lot better should your forces break, epecially having a Leader with Ld10.
Something I rather like when compared to regular space marines, is you can basically turn them into cheap non-jump-pack versions of Assault Marines on a per-model basis because "Any Chaos Space Marine may take a close combat weapon or replace his boltgun." Individual model basis. Pretty handy. Means you can easily turn a 3rd guy into a close combat specialist of some type without needing to spend any points, or at just +2 points.
Further, they are a lot more adaptable, if you want to spend the points. God Marks on smaller squads can be a lot of fun, especially Nurgle. T5 3+ save guys for what amounts to 16/17 points a model is the most cost efficient toughness/armor unit you can bring in Kill Team in any codex to the best of my knowledge. Still, doing that is bare minimum one less guy and one of the strengths of Chaos Marines is you can bring a lot of strong stat-line, hard-to-kill troops.
As a final note, you can take Rhinos. Rhinos are godly in Kill Team.
Chaos Cultists: Cultists are pretty great. As far as Horde units in the various codices go, they aren't half bad. Without any upgrades, a single maxed out squad still leaves you 50 points, which is good for ANOTHER 10 cultists. 45 guys is a LOT of models and lots of armies will struggle with your overwhelming numbers. The issue, of course, is you have no way of dealing with armor at all. Outside of a Haywire specialist, or the upgraded Flamer/Heavy Stubber guys, you have no way of hurting even AV10. Outside of Haywire, you can't even hurt AV11.
So, unlike Orks, you can't run NOTHING but cultists and have a reasonable expectation of overwhelming anyone. Cultists fill a much needed backup role, though, of being body count when you're running more expensive elite units. I feel like if you want to spam cultists, you need to bring as many autoguns as possible because it's much harder to keep the horde zerg mentality the
CC default guys normally have in
40k proper.
It's also worth noting Autoguns are on a model basis, so if you have even a spare point (very possible with the wonky pricing of Chaos units), you can throw one of those on a guy to give him some worthwhile range.
Dedicated Transport:
Chaos Rhino: As I mentioned briefly in the Chaos Space Marine section, rhinos are godly for Kill Team. Two guys can fire out the hatch, and because they are different units, it means they can do so at different targets. Also, units inside count as fearless so if your army breaks, the guys inside won't flee.
AV is exponentially better in low point value games. Seriously, bring one. I'd say bring two but I don't think there's a way to do that in Chaos Marines. I actually like them slightly better than Loyalist Rhinos because I like Combi-Bolters better than Storm Bolters. It's also worth thinking about a Havoc Launcher if points allow.
Elites:
Oh boy, where do we even begin? It's kind of funny how their elites slots aren't even used in regular
40k, and yet it's loaded with great stuff for Kill Team.
Chosen:
IMHO Chosen are fantastic for Kill Team and probably a better buy than Chaos Space Marines. They are only 3+ points more a model than an equivalently geared Chaos Marine and you gain +1
Ld and +1 attack. Plus, there's no Champion tax as he's the same statline as the rest of the squad. You can also gear them out however you choose, so your 3 specialists will be that much more capable of doing their jobs.
Possessed: I feel like they are the worst unit in the game, and aren't worth running ever. Kill Team does nothing to change this. You mean for every 1 of these guys, who are not twice as capable in melee as a typical space marine, I have to give up 2 regular chaos marines? No thanks. No thanks, not ever. If you run them as Crimson Slaughter, maybe. MAYBE. And just as a fluffy thing to try out. Problem is you couldn't even bring a 5 man chaos marine squad alongside them because it's too many points. Skip.
Khorne Berzerkers: Gaining fearless is nice for Kill Team. Berzerkers are kind of pricey, though. 1: Champion tax, in a mode where you don't want your leader costing any extra points if he's not gaining better saves or higher toughness. 2: No bolters, so you're at 12" max range on everyone. Still, their shooting in general is actually better than in typical
40k because you can Krak Grenade instead of Bolt Pistol on every last guy provided you're in 8" or closer range. It's worth noting Chainaxe is on a per-model basis so it might be worth throwing a handful of them out because many armies can't really field
MEQ very well in 200 point matches. Helpful against anyone not Marines or Eldar, really, and even with Eldar is only Scorpions and Warp Spiders you'd have wasted points.
I still don't think they are worth it, all said and done. Chosen get you a lot more bang for your buck. You miss out on the weapon skill bump (admittedly kind of a bummer) and Furious Charge, but even without marks have just as many attacks on the charge and actually have more attacks in subsequent rounds of combat. They are also significantly more adaptable, which I feel is a huge plus in Kill Team when you can rig up 3 guys to be super soldiers.
Thousand Sons: I don't know what to make of them for Kill Team. I think I need to run some trial tests. You have a very capable leader in your Aspiring Sorcerer, as he's rocking a force weapon already. Doombolt, if you're lucky enough to roll it for his psychic power, I imagine would be pretty terrific in Kill Team. And hey, you'll have an actual psyker in Kill Team! It's one of the few ways to get it, as most non-
HQ psykers are part of a Brotherhood of Psykers team which does nothing in 6E Kill Team. AP3 on every last guy is pretty good, too. Also, Fearless. Also, 4++ in case people have the AP3 to handle marines. On the otherhand, no grenades. Krak Grenades are pretty essential for Space Marines as it's what allows them to focus on infantry-killing wargear options while still having a chance against people rolling around in Rhinos. Your ONLY hope against vehicles is rolling Doombolt on your sorcerer.
It's either 7 guys, or 5 guys and a Rhino. I feel like the latter is the best option. You'd still have 15 points left over, so throw a Havoc Launcher on the Rhino and call it a day.
Plague Marines: I feel like they can be a strong core when backed up by a basic squad of cultists. Plague Marines are just dead 'ard. T5 with
FNP backup against people who can break 3+ armor makes each of your guys last quite awhile against any basic troops choice. Your dudes are also fairly competant in melee as they've got 2 attacks per guy (plague knife + bolt pistol!) and are poison 4+ for melee already. You won't have a ton of dudes on the field, but you'll have one of the best armies for not giving up first blood. I think doubling up on Plasma and just going with 7 dudes is a solid option.
Noise Marines: I've had a lot of success with them. A blastmaster is about the most efficient big weapon you can bring for Kill Team. It'll wound anything you'll ever encounter on a 2+ with it's blast mode AND ignore it's Armor AND cover save, can still be fired as a 2 shot Heavy Bolter with Ignores Cover while on the move, and has at least 36" range in either mode. Against multiwound models, you cause pinning. It's just really, really efficient. Give the guy holding it Stealth or
FNP, stick him up in some building with a good view of the battlefield, and he'll get a kill every round you don't roll really poorly.
Every last guy having I5 is fun. If you go the Rhino route, a Doom Siren on the leader is a good idea as it can get him close enough to wubwub some people to death and it provides excellent overwatch in the automatic D3 hits on what is a big asset.
Sonic Blasters are pretty cool, too, because lots of armies that don't have very good armor saves rely on cover. Blowing up, say, Eldar Rangers is pretty fun. And if you manage to stay still, 3 shots is better than 2.
Fast Attack:
Chaos Bikers: Go figure, one of the best units in the codex is still great for Kill Team. T6 if you get Nurgle marks is just really, really, really nasty. Once you handle whatever heavy/specialist weapons the enemy employs, your dudes are neigh impervious to damage barring just super lucky rolls on their part or really bad ones on yours. Best part is, the minimum squad cost is just 70 points. It's easy to fit 3 bikers in to lists where you're mainstaying Chaos Marines or Chosen or whatever. Because even just the minimum 3 guys can still take two specialist weapons, you've got a lot of options for quality specialists. Solid, solid choice.
Chaos Spawn: Another solid secondary option. High toughness, multi-wound unit that can leap and bound through cover with ease. Unfortunately specialists cannot be beasts so it's just gaining a mark. Nurgle, again, seems like the clear winner. As another plus, you can take them as a singular unit, so if you find yourself with 30/40 points left over from assembling other units, it's really easy to toss one into the mix.
Raptors: Raptors are quite a bit more useful in Kill Team than regular
40k. I wish
VOTLW was better on them, but for a reason I can't figure, it's 2 pts/model rather than just 1. Don't know why. There's no reason to take it compared to just going with Biker units. The two specialist guys being able to hop around and blast people is really nice, especially because you can ignore impassable terrain whereas a biker could not. The smaller profile of the unit helps hide them in comparison as well. I think a better comparison than to bikers is to compare them to Berzerkers or Chosen. With a Mark of Khorne (best mark for Kill Team purposes on Raptors,
IMO), you've got really competant assault units with a lot of mobility. Remember the guys with the Flamer/Melta/Plasma weapons simply take them and do not have to give up the extra attack from
CCW/Pistol, so even they are pretty competant in assault.
Warp Talons: If only there wasn't the champion tax! At 150 they'd be worth taking alongside 10 cultists, but you can't do so. And, also unfortunately, they share a force org slot with Chaos Spawn so you can't jam one of them in the mix as
KT only allows 0-1 Fast Attack. The
TLDR of it is, if you bring Warp Talons that's all you'll get. Either 6 guys with a boon of mutation on the champion, or 5 guys with various marks +
VOTLW. They'll kill stuff dead but you'll feel a sting with each and every death. Also, without any range
AT ALL to speak of, enemies can just sit in cover and wait for you to come to them. Also, also, you'll be really bad against vehicles as you'll only be able to glance on 6s, and even then that's AFTER getting into assault. It pretty much means you're required to take Haywire as your weapons specialist, and even then hope that guy doesn't get gunned down first. As far as smaller elite Kill Team units are concerned, there's better even within this codex. I know I'd much rather try to run a handful of Eldar Wraithguard or some Thousand Sons in a Rhino before I'd go Warp Talons.
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BUILDS:
The fun part!
The Golden Standard:
It's what I kind of consider the gold standard for Kill Team, both Imperial and Chaos varieties. 10 Chaos Marines, a Rhino, and two specialist weapons totalling 25 points (I usually go melta gun/rocket launcher.) Chaos has a little more variety in what they can do to tweak this team up. Access to Autocannon is pretty useful. You can drop the Rhino to add another 3 or so bodies, or you can take a Havoc Launcher and do something like double flamer for the weapons guys. I'll leave that up to your imagination. The downside is compared to regular Space Marines, taking two sets of squads is a little more expensive rather than simply adding a second sergeant, so one of my favorite tactics for Loyalist marines doesn't work quite the same here, which is just to use both slots on the tactical/chaos marine type, make one sergeant the leader and actually gear the second one in a way only a sergeant can gear to use him as a 3rd specialist.
Useful specialist ideas:
Plasma Gun, Guerilla Specialist - Preferred enemy (reroll all your 1s, keeps gets hot from being a factor and poor rolling on wounds, as well)
Melta Gun, Guerilla Specialist - Infiltrate (should be within range, if not Melta range, on your first movement to whatever you want blown up)
Autocannon, Indomitable Specialist - Relentless or Feel No Pain (48" range is the whole board on a 4x4 table so just keeping him alive better while stationary is good. Alternatively, making it so he can fire without snapshooting while riding around in the Rhino works, too.)
Missile Launcher, Weapon Specialist - Ignores Cover (heat-seeking rawket lawnchair!)
On a guy who drops a boltgun for
CCW - Melee/Dirty Fighting specialist. (It's hard to come up with a 3rd specialist sometimes, and this is a great way to fit one in. Going Rage/Hatred/Shred/Fleshbane is always good.)
If you take a second squad, secondary Champion - Power Sword, Dirty Fighting, Fleshbane. (Fleshbane on AP3 weapon = excellent.)
Flood of Bodies:
Bring as many cultists as you can. 45 of them between two squads. Should be exactly 200 points. Your goal is to overwhelm them before they can kill 23 dudes. If your force breaks, you're pretty screwed because Ld7 units flee like crazy, and your leader is only Ld8 so there's a good chance he books it out of there and can't give his superior
Ld bubble out there anyway.
I still kind of prefer a secondary build on this idea, which is to bring autoguns on every last guy, a shotgun on the champion and 3 heavy stubbers. It's 198 points to do it this way and you have significantly better shooting.
Specialist Ideas:
Secondary Champion = Weapon Specialist, Haywire. He's got more attacks than any other cultist, so he's the obvious choice for the psychopath who's going to try and melee an enemy rhino to death. Just keep him bubble-wrapped with a few extra bodies in front of him because he's going to be priority target for anyone with a vehicle.
Heavy Stubber dudes = I'd probably go Weapon Specialist - Master-Crafted, Dirty Fighting Specialist - Poison shooting 4+, and Guerilla - Preferred Enemy. It's the best way to maximize your accuracy and damage power with low
BS models.
Tide of Spawn:
Either a Chaos Marine squad kept under 92 points or a Cultist Squad kept under 56, and as many nurgle spawn as you can fit in the list besides (either 3 or 4, respectively.) Your goal is to flood the board with multi-wound T6 units and hunt down enemy specialists/big guns. You can tie up pretty much any single unit with nurgle spawn indefinitely. The only, only thing to worry about is if they've got any Power Mauls and anyone who takes Melee Specialist: Instant Death. I kind of prefer the 3 spawn/5 marines with 17 points of upgrades variety of this build, but 4 spawn/10 cultists with a flamer/stubber and single autogun isn't bad either.
Just remember Spawn CAN'T be specialists and can never be scoring units.
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I actually have many more ideas and will post them when I get home. I've been typing at this all day in between it getting busy at work (I started this at 8 this morning and it's about 3:30 right now...) and figured I should get what I got typed up here before the afternoon rush and I go home.